Corporation Mechanic and Dune Wars

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There was a bit of side-discussion in the Arrakis mapscript thread about corporations in this mod.

What we have now in Dune Wars, are two types of corporation:
A) House Spice Corporations - these are basically a mechanic for generating more gold dependent on how much spice you are working. This is a key part of the current spice economy.
B) Other Corporations - which seem to be just renames of the vanilla ones (CHOAM, Fai Water Reserves, etc)

The Category B are pretty nonsensical at the moment, and I am proposing to remove them in 1.3.8. If we can come up with decent uses for the corporation mechanic we can create new ones.

'Corporation' is perhaps an unhelpful term to think about when thinking about their use in mod design. It is better to think of them as a mechanic separate from all the baggage that goes with the word.

This link explains the corporation mechanics in vanilla in detail.

The core mechanic is that corporate branches produce a yield of food, hammers, gold, culture, science or espionage (with modding) dependent on the number of a bonus that that city has access to.

In vanilla, to quote the power of sushi article, domestic corporation spread 'is a tool for converting gold into something more useful; food, production, culture, science or some combination of these' and foreign corporation spread involves 'spamming the corporation like a religion - the maintenance costs aren't your problem, and every extra city gives you a tidy amount of cash.'

In terms of modding corporations, you can change maintenance costs of corporations, even removing them completely which obviously profoundly effects how they work. You can even set negative values for yields and maintenance in Civ4CorporationInfos.xml, I believe, which could give some quite interesting results.

The only half-decent idea I have so far for non-spice corporations is to have a Water Shippers corp that produces water (and perhaps gold) dependent on the number of the new Ice resource you have.
 
yeah, i agree that the 7 corps are useless,
seems like the right thing to remove them, but i sure do like the icons of them..:)

i also agree on the corporation term,
when i started the house corps, i wondered about a new name for them then corp'.

we can find something from dune world to replace the term.

also,
i think the currect corp system of the houses, is really cool and unique,
we can harness it more, by adding unique corp units/buildinds.

anyway,
good idea on making this new thread.
 
The only half-decent idea I have so far for non-spice corporations is to have a Water Shippers corp that produces water (and perhaps gold) dependent on the number of the new Ice resource you have.

I agree that the non-spice corps don't really fit, and that this idea has some promise.
 
Ice may not be worth a whole new thread since we seem to agree on ditching the existing corps. Let's talk about ice.

I have not spent too much time with the new arrakis mapscript. I assume that the polar ice cap is relatively small, say less than 10 plots in diameter, and located fairly near to each civ starting location. I think ice should be valuable and civs should fight over this central, limited resource. That means it should give some big advantage. But since the region is small, it seems unlikely that cities will be founded there. I think we want the effect to be strong enough that it will be a struggle to build a fort there, everybody else will attack your worker units.

In the arrakis thread we had discussed that having a single ice resource would enable a national wonder, "Ice Processing Plant" or similar, which would then provide +1 water in every city. So you need to protect one improvement in the ice cap, and hopefully prevent the other players from establishing any. Even better would be a World Wonder with a few instances, smaller than the number of players, to add the pressure of being one of the first players to get there.

So I don't think we need the corp mechanic for ice either; what do you think?
 
So you need to protect one improvement in the ice cap, and hopefully prevent the other players from establishing any.

If you get the Ice bonus improvement built, and build the Wonder, do you then care if some takes over the Ice bonus? The recapturing of the bonus wouldn't destroy the Wonder would it?

I do prefer your idea to using corporations.
 
If you get the Ice bonus improvement built, and build the Wonder, do you then care if some takes over the Ice bonus? The recapturing of the bonus wouldn't destroy the Wonder would it?

I do prefer your idea to using corporations.

I guess we need to experiment with this. I think we agree on the effect we want, which is, you get some strong benefit if you have access to the resource, and not otherwise. Maybe I can try some prototype of this on Friday.
 
I see no need to use the corporation mechanic. My big worry though is making the AI able to contest the polar region; I think you'll find it difficult for the AI to build improvements or attack/contest/defend an area that doesn't have a city in it.
 
I see no need to use the corporation mechanic. My big worry though is making the AI able to contest the polar region; I think you'll find it difficult for the AI to build improvements or attack/contest/defend an area that doesn't have a city in it.

We have gotten good results from putting iAIObjective onto the resources. I know this has a strong effect since I have used it for ruins in Fury Road.
 
But doesn't that just make the AIs more likely to try to build cities nearby to get the resource within their cultural borders?
 
After perusing the Dune Encyclopedia, Combine Honnete Ober Advancer Mercantiles (CHOAM) appears to have been formed as a direct response of the Imperiums annoyance with The Spacing Guild's monopoly over space travel. CHOAM had arisen during the Time of the Butlerian Jihad when the Spacing Guild was in it's infancy, but many of the distrustful Houses could already see that the SG's control over all trade and space travel was not a particularly good idea.

The Spacing Guild came to the attention of the Imperium and Emperor Saduar I in 12 BG. Seeking to head off potential problems from the Great Houses at a Financial Synod called by the Emperor to investigate the SG, the Guild shared the geriatric properties of the Spice Melange as a way to allay the Synod's suspicons. Unfortunately, this only served to Enhance House paranoia, as while they wanted the benefits of trade, without the cultural contamination of the other Great Houses.

The Great Houses, most of which preceded the rise of House Corrino to the Throne, were more than a bit annoyed at the Upstarts from Salusia Secundus and The Leadership of the Imperium should go to whomever was the most powerful speaker. Which made the Spacing Guild the Primary Target for many House Amibitions for control of Known Space.

The Spacing Guild cut off trade with various houses that moved against it, but had it's back to the wall over the Two and a Half Year Synod. Emperor Saduar I, wise enough to see the disaster coming, called the Delegates to full session to present the plan for the formation of CHOAM.

The exact original structure of CHOAM is vague and lost to history, but the General Structure can be discerned. CHOAM has a Board of Directors and the Emperor, which consists of the Landsraad High Council, and regulates trade provided by the Spacing Guild. A Flat 1% surtax on all trade across the Imperium financed the organization, to be split amoung it's members for the purpose of expanding trade possabilites.

This worked down through the millenia, with various percentages of the Total Control of CHOAM controlled by The Emperor and the Landsraad fluctuating as trade expanded or contracted as more planets were added to the System, only to be Taken over by Emperor Paul Mau'Dib and his preisthood, leading to an increasing despotic rulership


All this aside, CHOAM should be a faction in and off itself, usually competing with the Spacing Guild for influence with the Great houses
 
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